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Abstract—We explored the use of virtual reality (VR) in opmental or neurological conditions. Neuro-diverse people
assisting software engineers to better understand the perspectives experience the world around them in many different ways
of the end user for the purpose of human-centric requirements [3] and conditions range from autism, dyslexia and ADHD.
elicitation, with a focus on users diagnosed with attention-
deficit/hyperactivity disorder (ADHD). We conducted a pilot In this research, we focus upon neuro-diverse users with
experiment using a virtual gym environment, instructing the par- ADHD. Attention-deficit/hyperactivity disorder (ADHD) is
ticipants to complete activities whilst under visual and auditory a behavioural disorder that affects many adults [4]. People
distractions similar to symptoms of ADHD. Results indicated with ADHD show a persistent pattern of inattention and/or
an increase in understanding the perspectives of someone with hyperactivity-impulsivity that interferes with functioning and
ADHD and an awareness of potential challenges with software
not intentionally designed for ADHD users. development [5]. A study by M. R. Morris, A. Begel and
Index Terms—Software Engineering, Virtual Reality, Human- B. Wiedermann [6] of a “large software company” (840
Centric Requirements Engineering, Attention Deficit Hyperactiv- engineers) found a lack of representation of ADHD among
ity Disorder software engineers. 92.98% of engineers they surveyed were
neurotypical, while the remaining 7.02% was neuro-diverse.
I. I NTRODUCTION Hence, the underrepresentation of neuro-diversity among soft-
Software engineers are often very different to their end ware engineers suggests that it contributes to this gap in
users, due to their differing human aspects of age, gender, cul- human-centric requirements engineering.
ture, language proficiency, socio-economic status, technology
proficiency, personality, cognitive style, emotions, physical and A. Motivating Example:
mental challenges [1][2]. As a result, there are many issues Adefila A et al’s “myShoes – the future of experiential
related to the challenges and frustrations of software that fail dementia training?” [7] focuses on a virtual reality (VR)
to meet the needs of diverse end users. J.C Grundy says that environment simulating the conditions of dementia to improve
“many issues with current software relating to its poor fit with dementia symptom understanding, and also empathy for peo-
its target end users. . . can be traced to a lack of understanding ple with dementia. VR technology is considered to be the
and incorporation during software engineering of end user “ultimate empathy machine” [8] in comparison to traditional
human aspects” [1]. In other words, software engineers are perspective taking, however, “much remains to be validated
failing to meet the needs of diverse end users due to a lack of and experimented” [7]. Furthermore, the current research
understanding during the requirements engineering phase. available today focuses on using VR technologies on the
One particular user group that will be investigated is neuro- diagnosis of ADHD within children [9] and the treatment of
diverse users. Neuro-diversity describes people with devel- ADHD, but not within a software engineering context. There
has not been enough empirical evidence to explore whether and usefulness of VR in the elicitation of requirements due the
VR can help software engineers design better solutions for feeling of being fully immersed. It was found that participants
end users with ADHD and this identifies a need to evaluate the in the study showed positive responses to the use of VR in col-
utilisation of VR for human-centric requirements engineering. lecting requirements [14]. Requirements elicitation becomes
Wang. O et al (2021) research also emphasises the need for more complicated when it involves special needs users as
setting up a virtual environment “to understand the impact of they are impaired due to disabilities as the requirements or
different environments on the user requirements” [10] in con- knowledge from these stakeholders are harder to convey or
junction with software use. Another step in the “Requirements express. Another research by Bhimani et al. studies the use
Elicitation Process Based the VR Platform” by Wang. O, et of a VR environment to enhance requirements elicitation by
al (2021) proposes ‘Simulating User Conditions’, in particular developing a generic environment for each disability to provide
on users with special accessibility requirements. a sense of “presence” which can help requirement elicitation.
Our research extends upon Wang. O et al’s Fitness App in In the same study, Bhimani et al. also posits “Indeed, VR has
a virtual gym environment. We added an additional feature of already proven itself worthy in other industries such as physio-
simulating ADHD by toggling different symptoms on and off therapy, and medicine; we believe it will benefit the design and
in the platform. Before the simulation, participants complete development process of software as well, namely requirements
a pre-experiment questionnaire to assess their knowledge of elicitation, when the characteristics of the stakeholders suggest
ADHD and the Davis Interpersonality Reactivity Index (IRI) to the existence of a relevant knowledge difficult to be worded.”
measure their dispositional empathy. After the simulation, par- [11]. A similar study on the effectiveness of VR in health by
ticipants complete a post-experiment questionnaire to compare Chirico et al. showed the use of VR as a calming intervention
their new understanding of ADHD and identify how they could that promotes emotional well-being in cancer inpatients. The
better design solutions for end users with ADHD. Observations study also found that VR had a positive impact on patients’
are also made by investigators during the experiment. distress, anxiety, cancer-related psychological symptoms and
even helped during painful procedures and chemotherapy. [12].
B. List of key contributions of the work done
Another study conducted by T. I. Chowdhury et al. explores
Our key research contributions are summarised as below: the idea of an embodied experience via a virtual avatar to
• A VR platform that simulates ADHD symptoms in a reduce negative biases associated with disabilities, which in
virtual gym environment. other words means an increase in empathy. This study was
• A pilot study that evaluates whether utilising VR as an carried out by creating a wheelchair interface and a DS with
empathetic approach for human-centric requirements en- a tracked Head Mounted Display (HMD) that would have a
gineering helps software engineers design better solutions significantly larger effect on participants’ information recall
for end users with ADHD. and their implicit association towards people with disabilities
This research paper is organised as follows. Section 2 reviews (PwD) than a desktop monitor and gamepad [13].
the related work. Section 3 presents the research aims and Past studies have determined the effectiveness of virtual
research questions. Section 4 presents the research method- reality as a medium to elicit empathy (Dyer et. al. 2018,
ology. Section 5 presents the results. Section 6 discusses the Adefila et. al. 2016) and in recent years, VR has become
results. Finally, section 7 concludes this paper and presents increasingly used to support educational training, particularly
future research work. in the health science and social care fields [17]. A study
conducted by Dyer et al. (2018) utilised VR software that
II. R EVIEW OF L ITERATURE enabled medical students to simulate being an elderly patient
Davis defines empathy as the “reactions of one individual to with age-related diseases such as macular degeneration and
the observed experiences of another [11]. Empathy has been high-frequency hearing loss. It was found that introducing an
widely studied and investigated with the use of VR where it innovative new teaching modality to the medical, physician
has been used to help people empathise with certain groups assistant, physical therapy, and nursing curricula enhanced
of people such as refugees, homeless people and people with students’ understanding of age-related health problems and
impairments. Previous studies have shown how VR’s ability increased their empathy for older adults with vision and
to create environments that reflect the real one and give the hearing loss or Alzheimer’s disease [17]. Similarly, Adefila et.
illusion of being another person have increased a user’s overall al. (2016) concluded that the empathy scores of a sample group
sense of empathy [15] [16]. In accordance with empathy in of nursing and social care students who took part in a VR
requirements engineering, virtual reality provides something experience to simulate the perspectives of dementia patients
in the elicitation of requirements engineering that the conven- reported in the pre-and post-questionnaires reported a sizable
tional methods lack - immersion and natural affordance for increase, immediately after the simulation. Furthermore, it
perception. The sense of presence and immersion in VR, so was noted that there was a significant increase in compassion
often used interchangeably, describes the psychological sense among students who had medium pre-test scores [17].
of “being there” in a virtual environment. In accordance with Both the Dyer et. al. (2018) and Adefila et. al. (2016) studies
immersion and sense of presence in relation to requirements demonstrate that VR immersion training is an effective teach-
elicitation, a study by Bhimani et al. shows the effectiveness ing method to help medical and health professions students
develop empathy [17] and the meta-analysis conducted on the IV. R ESEARCH M ETHODOLOGY
most current research in the field of immersive virtual reality A. System development
by Vilalba et. al. (2018) further propounds this sentiment as it
We used a pre-made highly realistic interactive virtual gym
posits that “perspective taking is more effective than providing
environment for our participants to do experiments in. This
data to feel empathy” and “virtual reality can increase engage-
virtual gym environment was created with Unity, a gaming de-
ment and empathy concern and perspective taking”. However,
velopment software, and we also added our own modifications
it is acknowledged that “much remains to be validated and
to fit our research. Our modifications included avatars and
experimented” and “there is insufficient evidence and exper-
posters for better immersion, labelled as 8, 9 and 10 in Figure
iments to state that perspective-taking virtual reality (PTVR)
1, sound effect and animation for objects labelled by red and
is a more effective method for developing empathy than other
green arrow respectively in Figure 1. We used a head mounted
methods,” [18]. In light of this, much research on VR as a
display or VR headset called HTC Vive Pro 2 to enable the
training resource is still required [17], especially relating to
participant to experience this virtual gym environment. This
neurodiversity. Accordingly, this study aims to expand on this
VR headset can track the head movements of the wearer and
research by simulating the symptoms of ADHD.
display corresponding views making the wearer really feel like
they are in the room. The participants can use the controllers
III. R ESEARCH A IMS AND Q UESTIONS to grab objects inside the gym, move around and interact with
A. Research Questions: the virtual tablet.
D. Positive Findings
questionnaire and identify whether the VR platform made a Q3.1: “I understand what someone with ADHD would
difference in their understanding of ADHD. The questions experience in everyday life”: 92.31% of participants Agreed,
in the post-experiment questionnaire were a combination of and 7.69% Strongly Agreed. From the pre-questionnaire in
qualitative and quantitative questions. The questions covered Figure 3, the number of Agreed participants significantly
1. Participant’s knowledge of ADHD, 2. Likert scale rating jumped. ‘Strongly Disagree’, ‘Neither Agree nor Disagree’
level of agreement with statements based on the participants’ and ‘Disagree’ both changed from the pre-questionnaire
ADHD understanding, 3. How participants would design the having 7.69%, 38.46% and 23.08% respectively, to all
simulation workout application to be more suitable for people having a scoring of 0%. In the post questionnaire 100%
with ADHD, 4. How the VR prototype changed participants’ of participants either ‘Agreed’ or ‘Strongly Agreed’ to this
understanding of ADHD, and 5. General comments on the statement, whilst in the pre-questionnaire 30.77% ‘Agreed’.
study. Figure 4 and Figure 5 results for participant ADHD Hence,due to this significant increase of positive agreement,
knowledge and understanding are discussed in the positive these results suggest the VR Experiment helped participants
findings below. understand the experiences of ADHD people.
post-questionnaire. Thus, it is inconclusive on whether or not
Q3.2: “I believe software is accessible for people with the VR experiment increased the understanding of ADHD
ADHD”: The Post-Questionnaire (Figure 5) Results showed symptoms as there was both an increase of correct and
46.15% of participants selected ‘agree’, 38.46% selected incorrect answers. This may indicate some aspects of the VR
‘neither agree nor disagree’. 7.69% of participants selected Experiment helped some participants in their understanding
Disagree’ and 7.69% of participants selected ‘Strongly of ADHD symptoms, but in others it was not clear enough,
Disagree’. There was a slight change in these results, where and further research is needed.
15.38% scored either ‘Strongly Disagree’ or ‘Disagree’, whilst
there was 0% of participants scoring ‘Strongly Agree’, and a Q3.4: “I consider people with ADHD when eliciting
decrease of 7.69% from ‘Neither Agree nor Disagree’ to a accessibility requirements.” Participants had varying results in
post-questionnaire score of 38.46%. 46.15% of participants in the pre-questionnaire: 23.08% Disagree. The majority being
both the pre and post-questionnaire ‘Agreed’ to the statement. 46.15% Neither Agree nor Disagreed and lastly 30.77%
This indicates that the VR Experiment made participants Agreed with the statement. In the post questionnaire there
realise software is not as accessible for people with ADHD was a decrease in the amount that disagreed, 7.69%. There
as previously thought prior to the experiment, but is not as were 38.46% in both Neither Agree nor Disagree and Agreed,
conclusive as the difference from pre-questionnaire results to and lastly there were 15.39% who Strongly Agreed. There
post-questionnaire results is not substantial. was an increase in the mean participant score, from 3.08
in the pre-questionnaire to a 3.62 in the post questionnaire.
Q3.3: “I believe ADHD would hinder someone’s ability However, this statement can be interpreted in two ways and
to perform tasks in software compared to someone without thus is ambiguous: A decrease in participant mean score can
ADHD”: Participants had varied responses in the pre- imply participants previously thought they did think about
questionnaire (Figure 3) with ‘Agree’ as the highest ADHD user requirements, but the experiment showed them
(38.46%), ‘Neither Agree nor Disagree’ (30.77%), followed they in fact did not. An increase in participant mean score can
by ‘Disagree’ (23.08%) and lastly strongly agree (7.69%). be interpreted as participants will now make more informed
Whilst 7.69% of participants ‘Strongly Disagreed’ in the choices and think about ADHD requirements in the future.
post-questionnaire (Figure 5) to the statement, there was Thus, whilst the results show the mean increasing, the nature
a significant increase in ‘Agree’ (53.85%) and ‘Strongly of the statement means this data is inconclusive and in the
Agree’ (30.77%) and a decrease in ‘Neither Agree nor future further clarification is needed. For example “I believe
Disagree’ (7.69%), demonstrating that the VR Experiment I consider people with ADHD when eliciting accessibility
made participants realise that ADHD does hinders one’s requirement” and in the post-questionnaire rewording it to
ability to perform tasks in software applications. “I believe I considered people with ADHD when eliciting
accessibility requirement prior to this experiment”, hence
E. Negative Findings emphasising the participants own belief that they believed
they consider ADHD users before, to what they think about
their prior actions after the VR experiment